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joconejo

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A member registered 44 days ago

Creator of

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Loved the art and all the little bits of polish. Super fun take on the theme. My only two notes are:

I wish there was a visible timer, or some sort of indication for when times about to run out

I wish there was an endpoint, I feel like I'd be more motivated to keep playing if I knew I had a limited number of headlines to try and make the highest score

What a delightful puzzle game. Easily one of my favorite games of the jam. I had a similar idea but was worried about coming up with puzzles. But you guys knocked it out of the park. It's super simple concept and you did a great job of easing players into the complexity. I also really love the animation of the ghost along with the music and sfx. I will saw I am little disappointed you can't rotate every tile only certain ones, but I guess that would make the game too easy if you could.

I will be coming back after the jam to beat all the levels!

The art music are sick. Absolutely love how everything looks and feels here. All the upgrades are really cool tool. My only two nitpicks are one, having to click on spin to roll new upgrades. I feel like if you aren't able to do anything but spin then it should just happen automatically. I feel like the mage enemies ramp up the difficulty a little too much since you have to dodge their bullets but you don't have precise control over your own movement. There were times were it felt I was being put in an impossible situation and just had to take the hit

I really struggled to enjoy this game. One, it's weird that you start the game by facing a cliff and having the cloud tell you to follow it. I thought it wanted me to try jump off of it at first. Two, I decided to play this game without reading the itch page which was a huge mistake.  I had no idea that you could interact with things. So I skipped past everything and was bored by how large and empty the levels were. Three, it was impossible to know where my slingshot would hit so creating the bridge was pure trial and error. Then I spent forever figuring how to make the sprout grow under the cloud. It was by accident I discovered you could interact with things. Everything in that area kept referring to a flashlight but I had no idea where to get one. That's when I decided to read the itch page and learned you start with the flashlight. From there I found the next two puzzles were more pure trial and error. And I beat the next two bosses by standing directly in front of them and shooting them until they died. 

The art, music and writing are superb but the game design is a real let down. Also this game doesn't seem to implement the theme of the jam

The visuals were sick! I really wish there was music though, a cool techno track would have elevated the experience by a lot

What a strange and silly game. Sound fx added a lot to the experience. I wonder how the game would be if the enemy could also grapple or if there were multiple enemies facing you at once. I also feel like the scoring might need some tweaking, since you can just continuously grapple someone in front of you to rack up points.

Neat puzzles! I did think using the wheel was awkward. The wheel either barley moved at all or completely went out of control for me. Made a lot of the puzzles a lot more difficult than they needed to be

Really beautiful game, loved all the art and sound effects. I thought it was a very clever idea to have every level have a random goal. I will say the platforming did feel a bit clunky and it took a while to get used to. Also I wished the randomness of the wand mattered more. I only ever saw three different spells and two of them basically did the same thing. I also wished there was some sort of indicator for when the dash recharged.

What a strange and charming game. I think the ending was well worth the effort.


Also was it 24? Was the answer 24?

Incredible level of polish for something made in a week but I don't think it has anything to do with the theme of the jam

I wish I had the option of passing on a upgrade. A lot of them seem worse than the default weapon. Overall cute game, the sfx made me smile and loved the game over art

Really charming game. Loved the use of 2D and thought it was cool how to music slowly built up. I thought it was neat how the shadows of the players could alert you if someone was approaching from behind.

I sunk a lot more time into this game than I was expecting to. I feel like there's a ton depth and complexity to unlock here. But I think my brain is too small to make the connections. Some synergies and strategies seem obvious. Like putting the sun flower at the end of the chain of putting a safe above Charybdis. I discovered by accident that the clock can off set the timing of a chain when I put it near a washing machine but I couldn't figure any practical application of that. I did really enjoy this game but I feel like there's so much I'm missing out on. I appreciate the sandbox mode but I wish the game had a more guided approach in teaching some of the more advanced strategies.

Did also want to add that I really liked all the sprite art, music and animations. The only problem I had visually was that I struggled to move pieces around after placing them. A lot of times I would have to move all the pieces in front of one the one I actually wanted to move.

Maybe my favorite legally distinct battle top game I've played this jam. The polish here is impressive. Every hit feels really satisfying with the sfx and particle effects you added. I really like the build variety here and the controls were very intuitive. I think would prefer to be able to see the enemy health bar. I think that would better help people understand how spin, weight, and damage interact with each other. Also I would've liked a little write up on each challenger before you face them. Maybe giving a clue on how to counter their build

I thought it was cool how the damage was based on how fast the sword was moving and that you did actually need to spin the sword to damage enemies you could also ram into them. I did feel like the game was too hard at the start and too easy at the end. Without the larger sword upgrades I felt like I couldn't win and with them I felt unstoppable. But that could be the feeling you're going for

Really liked all the ambient sounds. Also thought it was funny imagining saying yes or no to some of the employees request. It's a neat balancing act trying to keep both morale and money up

Really liked all the ambient sounds. Also thought it was funny imagining saying yes or no to some of the employees request. It's a neat balancing act trying to keep both morale and money up

Really cool idea of slowing down the game world. Some of the platforming felt a little awkward, like sometimes I'd clip through a platform or get flung. I imagine making the code work for this must be really difficult. I does seem like the best way to play is to keep the spins around 40 so everything moves at a nice pace. It also made the boss pretty easy since I could just run circles around it while it moved super slow. I also wish there were more sound effects/ the sound effects were louder.

Really loved the pixel art here and the synth track combined with the feeling of speed make for a really sick vibe. I felt like there was a really big jump in difficulty between the 1st and 2nd level though. I wished you died and respawned when you fell instead of being slowed down. Or at least had a hotkey to restart, it would've made it less tedious to beat. 

Very silly charming game. I adored the low poly visuals and loved the watching the crabs cheer and go crazy. I thought it was neat how you had to balance spinning with drawing, I do need to point out the solutions the game wants are not accurate to how analog clocks work. For example at 7:45 the hour hand would not be on 7 but closer to 8 and at 3:30 the hour hand would be halfway between 3 and 4. But maybe it's for the best the game works the way it is now. It's more intuitive this way.

Fun game lots of polish. Really enjoyed the screen shake and particle effects. Also the upgrades were really fun. One thing I noticed with the upgrade that gives you a second reticle. Is I thought my second stream of bullets were fire 90 degrees from my first not directly behind me since that's what the visual would imply. I also wished the difficulty ramped up sooner or more gameplay elements were introduced sooner. The first few levels blend together and I'm pretty sure a few room layouts get repeated

Short and sweet. There's a lot of potential here. I wish there was more of a ramp up in difficulty over the course of the game. The last level was the only that gave me a bit of challenge (also the demon level but we don't talk about that). One thing is you might want to change the color of the teleports so they don't look like spikes. If you add more complex level you may also want to make it so the player knows which teleporters are paired together

Really neat twist on a classic game. Really enjoyed the space vibes and the sounds the chips made when they fell. I wonder if you've explored having the board rotate 90 degrees instead of 180? Also it's a small thing but I would appreciate an on screen indicator of when the next rotation is going to be. I know it's every three turns but it would be on less thing to keep track of in my head

I had to give up on this game. I found it really tedious having to wait for the level rotate around for me to line up my jump. I wish there was an option to speed up the rotation. If I messed up a jump near the end of a level I knew the run back would be agonizingly boring until I could get back to the jump I wanted to practice. Love the concept and music just wish I could speed everything up somehow

Five stars across the board! Felt like a mix of bop-it, Keep Talking and Nobody Explodes, and Wario Ware, with how you're working against a timer to complete all these different mini games. Really love how charming each mini game is. I've seen variations of the snail puzzle tons of times but contextualizing as bringing food to a snail is so cute and the animations brought a smile to my face. Really impressive how quick it is to understand each puzzle and the way the complexity builds is cool. At it's heart the game is a very simple but clever idea executed extremely well.

I got stuck at the same point other people did. Loved how it felt to control the hamster ball. Really loved the feeling of momentum you can build up after going down a ramp. The platforming was really tricky, I wished there were more checkpoints to make it a little more forgiving

Like others have pointed out, the UI goes off screen when you walk too far in one direction and the mouse enemy is near impossible to out run. Also I would prefer if the gun reloaded automatically, having to click again to reload adds a little bit of tedium to the game. Overall liked the visual and how you incorporated the prompt of the jam

10/10 Visuals, really impressive what you were able to achieve in 7 days. One other note that I haven't seen other people touch on, it'd be cool if the different classes had different abilities.

Most I was able to manage was 7 axels. It reminded me of some Mario Party minigames, I bet if I could play on controller I could crush this. Overall I thought the animations and music were pretty charming. Fun game

Like others have said, it's very easy to break the game by rotating the tiles near the start. Also with just three towers it seemed like I would be able to survive the game indefinitely. It seemed like there was little reason to even engage with the rotate mechanic. A couple other features I think are needed

1. Some information about what each tower does before you buy

2. Being able to see the range of the tower before you place it

I was hoping no one would realize that! It was difficult to design levels where you can't just ran past everything without making it too difficult. But I feel like beating a level like that is still rewarding in it's own way

Fun puzzle platformer. Liked the visuals. Wish it was longer and you pushed the mechanics further. I feel like there's a lot to explore with this idea.

Loved the theming. I thought the perk system was really clever, I like how it can help and hurt you. Also liked how the gambling theming extended into the revive mechanic. Overall really enjoyed the game.

Really neat mechanic, I feel like it has a lot of potential. I wish you could better see what each gear activated. The pixel was charming. The platforming felt a little off, I would've like if you always stuck to the platform instead of having to move with it. 

I was very lost by what I was supposed to do. I wish there was better guidance, I struggled to get past the begining. The premise seems interesting however

I wish the tutorial was better implemented into the gameplay or made more interactive. It was a lot of text to take in all at once and try to wrap my head around. Really liked the visuals though

I wish the tutorial was better implemented into the gameplay or made more interactive. It was a lot of text to take in all at once and try to wrap my head around. Really liked the visuals though

Very satisfying and relaxing. Loved the minimal visuals and sound. 

Visuals and music are top notch. Wish the difficulty and complexity ramped a bit faster though